dirbaio
For future reference, "Responsible disclosure" isn't "acting like a douche about an exploit and demanding compensation".
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If I remember correcly, 5-Ghost house uses 276 to limit scroll to the left... Look at how it's done. There was a bit of the sprite data that specified the direction.
Another trick to control the camera are the "panning blocks". Look at the grid the editor displays. If you leave one of these 16x16 blocks empty, the camera will never scroll into it. You can also use that if you can't get the scrolling stops to work. |
dark_star
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Hi!
I do not know if this questions has already been asked, but how can we change game icon,game ID and game description of a NSMB game?
And another question,can we change Mario texture?If yes,how can we do that?
Thanks in advance ^^
PS orry for my bad english |
NsmB_PrO
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Originally posted by dark_star Hi!
I do not know if this questions has already been asked, but how can we change game icon,game ID and game description of a NSMB game?
And another question,can we change Mario texture?If yes,how can we do that?
Thanks in advance ^^
PS orry for my bad english
use DSBuff
I used it for my hack
with it you can change icon name and header!
NsmB_PrO
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dirbaio
For future reference, "Responsible disclosure" isn't "acting like a douche about an exploit and demanding compensation".
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Both features are also planned for future versions of the editor...
In the meantime, just use DSBuff or whatever tools you find... |
luckwii
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| Can someone explain the 276 sprites a little more? I got the 198/199 tiles working fine. I just can't reliably get the 276. I have read everywhere on the site, but I can't find anything showing which ones do what. The sprite data looks a lot more complex than the 198/199 regular/top limit. |
luckwii
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| Posted on 12-17-10 11:04:32 AM (last edited by luckwii at 12-17-10 08:06 AM) |
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I released the first beta of my hack. It has the problem I can't clean up with the 276 sprites. I know how to use the hex and flip the outer numbers or letter around to control the height. But what do I do with my "T" shaped levels? If the "T" is on its side and I want to climb and then go left I get real bad camera twitch as I pass the 276. Is there some place I can put the sprite so it won't do that?
Also for some reason if I place a 198/199 combo, it won't work right if my level enters it from the right 199 side headed left. Anyway to fix this?
Dirbaio, is there anyway you can PM me. I have a NSMBe question for you specifically? |
dirbaio
For future reference, "Responsible disclosure" isn't "acting like a douche about an exploit and demanding compensation".
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| Uhm... I'd rather you post it here, but if you really want to PM me, click on my username and then click send private message on the bottom right of the page. |
luckwii
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| Posted on 12-18-10 12:05:38 AM (last edited by luckwii at 12-17-10 09:08 PM) |
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Alright. I know you don't like getting PMs. I have been trying to compile the SVN and can't get it working. I have been spending most of my free time on the hack, and want to keep going as much as possible. Is there an easy way to explain how to compile using Visual Studio?
Also I wanted to know if there is a way to make the scroll stops work how I was explaining a couple posts ago. I don't see a way to use the 276 sprites without having the camera jump as I pass through them. I can put them exactly at the doors of my level, but then it gets really bad. So for now I hide them where Mario can't reach to minimize the camera jump. |
Flo2912
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Hello.
Ich have make a own thread fore this problem but than I just got told I should post ist in the question thread. (hope, this is the rigth, I´m New here )
I have a problem with my Hack:
I have in my New Super Mario Bros. Hack the level "unused 3" imported and a little rebuilt. Than I have put it on my Flashcard and wants to play, but the backround isn´t Right, the musik doesnt work, and nothing can move - the rom chrashes. Than I have tested: the normal 1-A works. The normal Unused 3 doesnt work. whats wrong with it, and what can I do, that my level works?
I hope you can help me. |
SavingPrivateBob
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Can someone please tell me how, exactly, I am to create animated ? blocks and coins. ASAP!
Thank you. |
dirbaio
For future reference, "Responsible disclosure" isn't "acting like a douche about an exploit and demanding compensation".
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| You can't create new ones. What you can do is edit the existing ones. It's some file in BG_NCG folder, search this trhead for details. |
SavingPrivateBob
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Originally posted by dirbaio You can't create new ones. What you can do is edit the existing ones. It's some file in BG_NCG folder, search this trhead for details.
Dude, I've been searching through it the past 20 minutes and can't find anything on animated ? blocks or coins...can you please just have a quick look using the editor or whatever for me?
If not...I'll continue searching... |
NsmB_PrO
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Originally posted by SavingPrivateBob
Dude, I've been searching through it the past 20 minutes and can't find anything on animated ? blocks or coins...can you please just have a quick look using the editor or whatever for me?
If not...I'll continue searching...
i think it is the "2d_block_ncg.bin" in the "obj" folder 
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NsmB_PrO
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I have some little questions:
1) What revision of the 5.2 editor i have to use, if I want to make multiplayer levels which work on DS-Download-Play? Can I make them with the r135 ?
2) Does the DS-Download-Play work with a R4-flashcart?
3) May I add sprites/paths/stars when I use the editor to the level I want to play on DS-download?
4) May I change the tilesets/spritesets in the level?
5) If I change BLOCK 2 (Hex editor) of the level, is it still playable??
BTW: I heard that the ds-download doesn't work, if i use a DSTT...
Does it work, if I use my DSTT if I use the YS-Menu (Yasu Software)?
Thanks in advance 
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ray
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| Posted on 12-28-10 03:03:57 PM (last edited by ray at 12-28-10 01:00 PM) |
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Er... When I use the P-Switch, then appears this:
Why dont appear the blue coins?
Can someone help me?
PS: I have edited something in the tileset
EDIT: Now, all goes wrong =/
I cant open the game with all editors anymore =/
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sm64ds
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hello
I am working on a translation of New Super Mario Bros DS. The text translations are ready (extracted them for the .nds file with a tool called NDSTS, then I put them back after editing them in hex editor). The big problem that there are graphics texts in nsmb ds too. I can't edit them. I used Tahaxan to view the graphics, but the .bin files begginig with A_Text_ aren't interpreted, and I think that those are the texts I need.
The another problem is that I don't know how to put them back into the .nds file after the editing.
the pictures:
obj directory where are the unreadable texts:
the texts which are ready (script directory)
Then I tried NSMB Editor, and as I see it can be very useful for me, but I still can't find the graphics texts. Can somebody tell me where to edit these in the tileset editor or anywhere else? Or which tool am I need? thanks |
RDX
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Does anyone know where I could find a texture dump of the game?
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ray
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| Posted on 12-30-10 12:42:27 PM (last edited by ray at 12-30-10 04:43 PM) |
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Is it possible to hack the game, so you can die underwater? Like in Super Mario 64 with the lifebar under water.
Another Question:
Why, my objects dissappear, before I am going into the zones?

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basher11
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| Posted on 12-30-10 09:26:31 PM (last edited by basher11 at 12-30-10 06:41 PM) |
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| why do some pipes need 3 entrances to work? |
gridatttack
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| Posted on 12-30-10 11:24:01 PM (last edited by gridatttack at 12-30-10 08:28 PM) |
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Originally posted by basher11 why do some pipes need 3 entrances to work?
The can work with only 1, but those pipes with 3 entrances are the ones that can be destroyed by mega mario.
Since you can jump on those pipes as mega mario, they will lower one block, so those pipe has 3 entrances to still be accessible after jumping on them as mega mario.
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